Description |
1 online resource (xviii, 220 pages) : illustrations. |
Series |
Routledge research in music series |
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Routledge research in music.
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Bibliography |
Includes bibliographical references and index. |
Contents |
Part I. Adaptation and Comparative Usage. What is "Real?" Diegetic Spaces in Epic Mickey / Andrew S. Powell ; Rusted Red : Machinarium as Political Allegory /Tristan Kneschke ; A Watercolor that can be Played : Gris and the Appeal of Hand-Made Indie Games / María Lorenzo Hernández and Armando Bernabeu Lorenzo ; Building Worlds with Beethoven : Epistemic Roles of ("Classical") Music in Animated Films and Video Games / Reinke Schwinning ; The Pseudo-1930s World of Cuphead / Lisa Scoggin -- Part II. Gender, Sex, and Sexuality. Xandir P. Wifflebottom, Video Game Hero? / Karen M. Cook ; Who on Earth is Carmen Sandiego? : Two Case Studies in Aural Identity / T.J. Laws-Nicola and Brent Ferguson ; Into the Dragon's Lair : A Sonic Tapestry of Medievalism, Gender, and Sexuality / Dana Plank ; From Fantasy to Trauma : Sound and Sex in School Days / Ko On Chan -- Part III. Nostalgia. The Retrospective and Retrocursive Stances in Retro Game Aesthetics : How DuckTales Remastered Got the Last Quack / Dominic Arsenault ; (Re)creating the (Imagined) Past in Kingdom Hearts III / Ryan Thompson ; Chiptunes to Cartoons : Video Game Aesthetics in the Plot and Sound World of Adventure Time! / Matthew Ferrandino ; Rurouni Kenshin : Anime-driven Nostalgia in Gaming Soundscapes / Stacey Jocoy ; Looking Forward, Turning Back : Ni no Kuni as a Renegotiation of the Animēshon Concept / Jason Cody Douglass and Rayna Denison. |
Summary |
"In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly"-- Provided by publisher. |
Biography |
Lisa Scoggin holds a PhD in musicology from Boston University, USA, and specialises in music in American animation. Dana Plank is Adjunct Lecturer in music history for the Hartt School, University of Hartford, and The Ohio State University, USA. |
Subject |
Video game music -- History and criticism.
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Video games -- Literary themes, motives.
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Video games -- Design.
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Sex in video games.
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Nostalgia -- in video games.
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Jeux vidéo, Musique de -- Histoire et critique. |
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Jeux vidéo -- Conception. |
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Sex in video games |
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Video game music |
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Video games -- Design |
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Video games -- Literary themes, motives |
Genre |
Electronic books. |
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Criticism, interpretation, etc.
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Added Author |
Scoggin, Lisa, editor.
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Plank, Dana M., editor.
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Other Form: |
Print version: Intersection of animation, video games, and music [1.] New York : Routledge, 2023 9781032172224 (DLC) 2022051613 |
ISBN |
9781032172231 electronic book |
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1032172231 electronic book |
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9781000871067 electronic book |
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1000871061 electronic book |
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1000871118 electronic book |
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9781000871111 (electronic bk.) |
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hardcover |
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hardcover |
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paperback |
Standard No. |
10.4324/9781032172231 doi |
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